1
0
forked from 0ad/0ad

Added VertexArray & co. classes to simplify a flexible, render path dependent

vertex array layout.
Add CModelDefRData, a per-CModelDef render data class.

This was SVN commit r2826.
This commit is contained in:
prefect 2005-10-02 21:11:11 +00:00
parent c4c28360eb
commit a05e712319
12 changed files with 695 additions and 155 deletions

View File

@ -18,6 +18,14 @@
typedef CVector3D RGBColor;
typedef CVector4D RGBAColor;
// SColor3ub: structure for packed RGB colors
struct SColor3ub
{
u8 R;
u8 G;
u8 B;
};
// SColor4ub: structure for packed RGBA colors
struct SColor4ub
{

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@ -16,7 +16,7 @@
// CModelDef Constructor
CModelDef::CModelDef()
: m_pVertices(0), m_NumVertices(0), m_pFaces(0), m_NumFaces(0), m_Bones(0), m_NumBones(0),
m_NumPropPoints(0), m_PropPoints(0)
m_NumPropPoints(0), m_PropPoints(0), m_RenderData(0)
{
}
@ -24,6 +24,7 @@ CModelDef::CModelDef()
// CModelDef Destructor
CModelDef::~CModelDef()
{
delete m_RenderData;
delete[] m_pVertices;
delete[] m_pFaces;
delete[] m_Bones;
@ -132,3 +133,12 @@ void CModelDef::Save(const char* filename,const CModelDef* mdef)
packer.Write(filename);
}
// Set render data. This can only be done once at the moment.
// TODO: Is there a need to re-create render data? Perhaps reacting to render path changes?
void CModelDef::SetRenderData(CSharedRenderData* data)
{
debug_assert(m_RenderData == 0);
m_RenderData = data;
}

View File

@ -68,6 +68,17 @@ struct SModelFace
};
////////////////////////////////////////////////////////////////////////////////////////
// CSharedRenderData: render data for a CModelDef, shared between all model render data
// instances that refer to the same CModelDef.
class CSharedRenderData
{
public:
CSharedRenderData() { }
virtual ~CSharedRenderData() { }
};
////////////////////////////////////////////////////////////////////////////////////////
// CModelDef: a raw 3D model; describes the vertices, faces, skinning and skeletal
// information of a model
@ -112,6 +123,10 @@ public:
// null if no match (case insensitive search)
SPropPoint* FindPropPoint(const char* name) const;
// accessor: render data
CSharedRenderData* GetRenderData() const { return m_RenderData; }
void SetRenderData(CSharedRenderData* data);
public:
// vertex data
u32 m_NumVertices;
@ -126,6 +141,9 @@ public:
u32 m_NumPropPoints;
SPropPoint* m_PropPoints;
// renderdata shared by models of the same modeldef
CSharedRenderData* m_RenderData;
protected:
static CModelDef* Load(const char* filename);
};

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@ -0,0 +1,90 @@
#include "precompiled.h"
#include "ogl.h"
#include "Vector3D.h"
#include "Vector4D.h"
#include "ps/CLogger.h"
#include "graphics/Color.h"
#include "graphics/Model.h"
#include "renderer/ModelRData.h"
#include "renderer/ModelDefRData.h"
#define LOG_CATEGORY "graphics"
// Shared list of all submitted models this frame, sorted by CModelDef
CModelDefRData* CModelDefRData::m_Submissions = 0;
CModelDefRData::CModelDefRData(CModelDef* mdef)
: m_ModelDef(mdef)
{
m_SubmissionNext = 0;
m_SubmissionSlots = 0;
Build();
}
CModelDefRData::~CModelDefRData()
{
}
// Create and upload shared vertex arrays
void CModelDefRData::Build()
{
}
// Submit one model.
// Models are sorted into a hash-table to avoid ping-ponging between
// different render states later on.
void CModelDefRData::Submit(CModelRData* data)
{
debug_assert(data->GetModel()->GetModelDef()->GetRenderData() == this);
if (!m_SubmissionSlots)
{
m_SubmissionNext = m_Submissions;
m_Submissions = this;
}
Handle htex = data->GetModel()->GetTexture()->GetHandle();
uint idx;
for(idx = 0; idx < m_SubmissionSlots; ++idx)
{
CModelRData* in = m_SubmissionModels[idx];
if (in->GetModel()->GetTexture()->GetHandle() == htex)
break;
}
if (idx >= m_SubmissionSlots)
{
++m_SubmissionSlots;
if (m_SubmissionSlots > m_SubmissionModels.size())
{
m_SubmissionModels.push_back(0);
debug_assert(m_SubmissionModels.size() == m_SubmissionSlots);
}
m_SubmissionModels[idx] = 0;
}
data->m_SubmissionNext = m_SubmissionModels[idx];
m_SubmissionModels[idx] = data;
}
// Clear all submissions for this CModelDef
// Do not shrink the submissions array immediately to avoid unnecessary
// allocate/free roundtrips through memory management.
void CModelDefRData::ClearSubmissions()
{
static uint mostslots = 1;
if (m_SubmissionSlots > mostslots)
{
mostslots = m_SubmissionSlots;
debug_printf("CModelDefRData: SubmissionSlots maximum: %u\n", mostslots);
}
m_SubmissionSlots = 0;
}

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@ -0,0 +1,40 @@
#ifndef __MODELDEFRDATA_H__
#define __MODELDEFRDATA_H__
#include "graphics/ModelDef.h"
#include "renderer/ModelRData.h"
#include "renderer/VertexArray.h"
class CModelRData;
// Maintain rendering data that can be shared across models
// that are based on the same model definition.
class CModelDefRData : public CSharedRenderData
{
friend class CModelRData;
public:
CModelDefRData(CModelDef* mdef);
virtual ~CModelDefRData();
// Submit one model
void Submit(CModelRData* data);
// Clear all submissions for this CModelDef
void ClearSubmissions();
private:
// Build and upload vertex arrays
void Build();
private:
CModelDef* m_ModelDef;
CModelDefRData* m_SubmissionNext;
uint m_SubmissionSlots;
std::vector<CModelRData*> m_SubmissionModels;
static CModelDefRData* m_Submissions;
};
#endif // __MODELDEFRDATA_H__

View File

@ -12,15 +12,14 @@
#include "ModelDef.h"
#include "MaterialManager.h"
#include "Profile.h"
#include "renderer/ModelDefRData.h"
///////////////////////////////////////////////////////////////////
// shared list of all submitted models this frame
std::vector<CModel*> CModelRData::m_Models;
///////////////////////////////////////////////////////////////////
// CModelRData constructor
CModelRData::CModelRData(CModel* model)
: m_Model(model), m_Vertices(0), m_Normals(0), m_Indices(0), m_VB(0), m_Flags(0)
: m_Model(model), m_Normals(0), m_DynamicArray(true), m_Indices(0), m_Flags(0)
{
debug_assert(model);
// build all data now
@ -33,17 +32,35 @@ CModelRData::~CModelRData()
{
// clean up system copies of data
delete[] m_Indices;
delete[] m_Vertices;
delete[] m_Normals;
if (m_VB) {
// release vertex buffer chunks
g_VBMan.Release(m_VB);
}
}
void CModelRData::Build()
{
CModelDefPtr mdef = m_Model->GetModelDef();
if (!mdef->GetRenderData())
{
mdef->SetRenderData(new CModelDefRData(&*mdef));
}
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_DynamicArray.AddAttribute(&m_Position);
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_DynamicArray.AddAttribute(&m_UV);
m_Color.type = GL_FLOAT;
m_Color.elems = 3;
m_DynamicArray.AddAttribute(&m_Color);
m_DynamicArray.SetNumVertices(mdef->GetNumVertices());
m_DynamicArray.Layout();
// build data
BuildStaticVertices();
BuildVertices();
BuildIndices();
// force a texture load on model's texture
@ -56,9 +73,9 @@ void CModelRData::Build()
{
m_Flags |= MODELRDATA_FLAG_PLAYERCOLOR;
}
else if(m_Model->GetMaterial().UsesAlpha())
else if(m_Model->GetMaterial().UsesAlpha())
{
m_Flags |= MODELRDATA_FLAG_TRANSPARENT;
m_Flags |= MODELRDATA_FLAG_TRANSPARENT;
}
}
@ -67,40 +84,31 @@ void CModelRData::BuildIndices()
CModelDefPtr mdef=m_Model->GetModelDef();
debug_assert(mdef);
// must have a valid vertex buffer by this point so we know where indices are supposed to start
debug_assert(m_VB);
// allocate indices if we haven't got any already
if (!m_Indices) {
m_Indices=new u16[mdef->GetNumFaces()*3];
}
// build indices
u32 base=(u32)m_VB->m_Index;
u32 indices=0;
SModelFace* faces=mdef->GetFaces();
for (size_t j=0; j<mdef->GetNumFaces(); j++) {
SModelFace& face=faces[j];
m_Indices[indices++]=face.m_Verts[0]+base;
m_Indices[indices++]=face.m_Verts[1]+base;
m_Indices[indices++]=face.m_Verts[2]+base;
m_Indices[indices++]=face.m_Verts[0];
m_Indices[indices++]=face.m_Verts[1];
m_Indices[indices++]=face.m_Verts[2];
}
}
/* JW: function is apparently currently unused
static SColor4ub ConvertColor(const RGBColor& src)
static SColor3ub ConvertColor(const RGBColor& src)
{
SColor4ub result;
SColor3ub result;
result.R=clamp(int(src.X*255),0,255);
result.G=clamp(int(src.Y*255),0,255);
result.B=clamp(int(src.Z*255),0,255);
result.A=0xff;
return result;
}
*/
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SkinPoint: skin the vertex position using it's blend data and given bone matrices
static void SkinPoint(const SModelVertex& vertex,const CMatrix3D* matrices,CVector3D& result)
@ -143,6 +151,19 @@ static void SkinNormal(const SModelVertex& vertex,const CMatrix3D* invmatrices,C
}
}
void CModelRData::BuildStaticVertices()
{
CModelDefPtr mdef = m_Model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
SModelVertex* vertices = mdef->GetVertices();
VertexArrayIterator<float[]> UVit = m_UV.GetIterator<float[]>();
for (uint j=0; j < numVertices; ++j, ++UVit) {
(*UVit)[0] = vertices[j].m_U;
(*UVit)[1] = 1.0-vertices[j].m_V;
}
}
void CModelRData::BuildVertices()
{
CModelDefPtr mdef=m_Model->GetModelDef();
@ -151,24 +172,19 @@ void CModelRData::BuildVertices()
// allocate vertices if we haven't got any already and
// fill in data that never changes
if (!m_Vertices) {
m_Vertices=new SVertex[mdef->GetNumVertices()];
if (!m_Normals)
m_Normals=new CVector3D[mdef->GetNumVertices()];
for (uint j=0; j<numVertices; j++) {
m_Vertices[j].m_UVs[0]=vertices[j].m_U;
m_Vertices[j].m_UVs[1]=1-vertices[j].m_V;
}
}
// build vertices
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Color = m_Color.GetIterator<CVector3D>();
const CMatrix3D* bonematrices=m_Model->GetBoneMatrices();
if (bonematrices) {
// boned model - calculate skinned vertex positions/normals
PROFILE( "skinning bones" );
const CMatrix3D* invbonematrices=m_Model->GetInvBoneMatrices();
for (size_t j=0; j<numVertices; j++) {
SkinPoint(vertices[j],bonematrices,m_Vertices[j].m_Position);
SkinPoint(vertices[j],bonematrices,Position[j]);
SkinNormal(vertices[j],invbonematrices,m_Normals[j]);
}
} else {
@ -176,7 +192,7 @@ void CModelRData::BuildVertices()
const CMatrix3D& transform=m_Model->GetTransform();
const CMatrix3D& invtransform=m_Model->GetInvTransform();
for (uint j=0; j<numVertices; j++) {
transform.Transform(vertices[j].m_Coords,m_Vertices[j].m_Position);
transform.Transform(vertices[j].m_Coords,Position[j]);
invtransform.RotateTransposed(vertices[j].m_Norm,m_Normals[j]);
}
}
@ -185,16 +201,15 @@ void CModelRData::BuildVertices()
// now fill in UV and vertex colour data
for (uint j=0; j<numVertices; j++) {
CColor sc = m_Model->GetShadingColor();
g_Renderer.m_SHCoeffsUnits.Evaluate(m_Normals[j], m_Vertices[j].m_Color,
RGBColor tempcolor;
g_Renderer.m_SHCoeffsUnits.Evaluate(m_Normals[j], tempcolor,
RGBColor(sc.r, sc.g, sc.b));
Color[j] = tempcolor;//ConvertColor(tempcolor);
}
PROFILE_END( "lighting vertices" );
// upload everything to vertex buffer - create one if necessary
if (!m_VB) {
m_VB=g_VBMan.Allocate(sizeof(SVertex),mdef->GetNumVertices(),mdef->GetNumBones() ? true : false);
}
m_VB->m_Owner->UpdateChunkVertices(m_VB,m_Vertices);
// upload everything to vertex buffer
m_DynamicArray.Upload();
}
@ -203,29 +218,38 @@ void CModelRData::RenderStreams(u32 streamflags, bool isplayer)
CModelDefPtr mdldef=m_Model->GetModelDef();
if (streamflags & STREAM_UV0)
{
{
if(!isplayer)
m_Model->GetMaterial().Bind();
else
g_Renderer.SetTexture(1,m_Model->GetTexture());
g_Renderer.SetTexture(0,m_Model->GetTexture());
}
g_Renderer.SetTexture(0,m_Model->GetTexture());
}
u8* base=m_VB->m_Owner->Bind();
// set vertex pointers
u32 stride=sizeof(SVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Position));
if (streamflags & STREAM_COLOR) glColorPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Color));
if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SVertex,m_UVs));
u8* base = m_DynamicArray.Bind();
size_t stride = m_DynamicArray.GetStride();
glVertexPointer(3, GL_FLOAT, stride, base + m_Position.offset);
if (streamflags & STREAM_COLOR) glColorPointer(3, m_Color.type, stride, base + m_Color.offset);
#if 0
{
uint a = (uint)this;
uint b = (uint)m_Model->GetTexture();
uint hash = ((a >> 16) ^ (b & 0xffff)) | ((a & 0xffff0000) ^ (b << 16));
hash = (hash * 65537) + 17;
hash |= 0xff000000;
glColor4ubv((GLubyte*)&hash);
glDisableClientState(GL_COLOR_ARRAY);
}
#endif
if (streamflags & STREAM_UV0) glTexCoordPointer(2, GL_FLOAT, stride, base + m_UV.offset);
// render the lot
size_t numFaces=mdldef->GetNumFaces();
// glDrawRangeElements(GL_TRIANGLES,0,mdldef->GetNumVertices(),numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
glDrawElements(GL_TRIANGLES,(GLsizei)numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
glDrawRangeElements(GL_TRIANGLES,0,mdldef->GetNumVertices(),numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
if(streamflags & STREAM_UV0 & !isplayer)
if(streamflags & STREAM_UV0 & !isplayer)
m_Model->GetMaterial().Unbind();
// bump stats
@ -295,9 +319,9 @@ float CModelRData::BackToFrontIndexSort(CMatrix3D& objToCam)
u32 indices=0;
for (i=0;i<numFaces;i++) {
SModelFace& face=faces[IndexSorter[i].first];
m_Indices[indices++]=(u16)(face.m_Verts[0]+m_VB->m_Index);
m_Indices[indices++]=(u16)(face.m_Verts[1]+m_VB->m_Index);
m_Indices[indices++]=(u16)(face.m_Verts[2]+m_VB->m_Index);
m_Indices[indices++]=(u16)(face.m_Verts[0]);
m_Indices[indices++]=(u16)(face.m_Verts[1]);
m_Indices[indices++]=(u16)(face.m_Verts[2]);
}
// clear list for next call
@ -306,74 +330,35 @@ float CModelRData::BackToFrontIndexSort(CMatrix3D& objToCam)
return mindist;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
// SubmitBatches: submit batches for this model to the vertex buffer
void CModelRData::SubmitBatches()
{
debug_assert(m_VB);
m_VB->m_Owner->AppendBatch(m_VB,m_Model->GetTexture()->GetHandle(),m_Model->GetModelDef()->GetNumFaces()*3,m_Indices);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
// RenderModels: render all submitted models; assumes necessary client states already enabled,
// and texture environment already setup as required
void CModelRData::RenderModels(u32 streamflags,u32 flags)
void CModelRData::RenderModels(u32 streamflags, u32 flags)
{
uint i;
#if 1
// submit batches for each model to the vertex buffer
for (i=0;i<m_Models.size();++i) {
if (!flags || (m_Models[i]->GetFlags()&flags)) {
CModelRData* modeldata=(CModelRData*) m_Models[i]->GetRenderData();
modeldata->SubmitBatches();
}
}
// step through all accumulated batches
const std::list<CVertexBuffer*>& buffers=g_VBMan.GetBufferList();
std::list<CVertexBuffer*>::const_iterator iter;
for (iter=buffers.begin();iter!=buffers.end();++iter) {
CVertexBuffer* buffer=*iter;
// any batches in this VB?
const std::vector<CVertexBuffer::Batch*>& batches=buffer->GetBatches();
if (batches.size()>0) {
u8* base=buffer->Bind();
// setup data pointers
u32 stride=sizeof(SVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Position));
if (streamflags & STREAM_COLOR) glColorPointer(3,GL_FLOAT,stride,base+offsetof(SVertex,m_Color));
if (streamflags & STREAM_UV0) glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SVertex,m_UVs[0]));
// render each batch
for (i=0;i<batches.size();++i) {
const CVertexBuffer::Batch* batch=batches[i];
if (batch->m_IndexData.size()>0) {
if (streamflags & STREAM_UV0)
ogl_tex_bind(batch->m_Texture);
for (uint j=0;j<batch->m_IndexData.size();j++) {
glDrawElements(GL_TRIANGLES,(GLsizei)batch->m_IndexData[j].first,GL_UNSIGNED_SHORT,batch->m_IndexData[j].second);
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris+=(u32)batch->m_IndexData[j].first/2;
}
}
for(CModelDefRData* mdefdata = CModelDefRData::m_Submissions;
mdefdata;
mdefdata = mdefdata->m_SubmissionNext)
{
for(uint idx = 0; idx < mdefdata->m_SubmissionSlots; ++idx)
{
if (!mdefdata->m_SubmissionModels[idx])
break;
for(CModelRData* modeldata = mdefdata->m_SubmissionModels[idx];
modeldata;
modeldata = modeldata->m_SubmissionNext)
{
if (flags && !(modeldata->GetModel()->GetFlags()&flags))
continue;
modeldata->RenderStreams(streamflags, false);
}
}
}
// everything rendered; empty out batch lists
g_VBMan.ClearBatchIndices();
#else
for (i=0;i<m_Models.size();++i) {
if (!flags || (m_Models[i]->GetFlags()&flags)) {
CModelRData* modeldata=(CModelRData*) m_Models[i]->GetRenderData();
modeldata->RenderStreams(streamflags);
}
}
#endif
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Submit: submit a model to render this frame
void CModelRData::Submit(CModel* model)
@ -397,7 +382,24 @@ void CModelRData::Submit(CModel* model)
// add this model to the player renderer
g_PlayerRenderer.Add(model);
} else {
// add to regular model list
m_Models.push_back(model);
CModelDefPtr mdldef = model->GetModelDef();
CModelDefRData* mdefdata = (CModelDefRData*)mdldef->GetRenderData();
debug_assert(mdefdata != 0);
mdefdata->Submit(data);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////
// ClearSubmissions: Clear the submissions list
// TODO: This is asymmetrical: It only clears CModelRData lists, but no player/transparency renderer lists
void CModelRData::ClearSubmissions()
{
for(CModelDefRData* mdefdata = CModelDefRData::m_Submissions; mdefdata; mdefdata = mdefdata->m_SubmissionNext)
{
mdefdata->ClearSubmissions();
}
CModelDefRData::m_Submissions = 0;
}

View File

@ -5,14 +5,18 @@
#include "Vector3D.h"
#include "Color.h"
#include "RenderableObject.h"
#include "renderer/VertexArray.h"
#define MODELRDATA_FLAG_TRANSPARENT (1<<0)
#define MODELRDATA_FLAG_PLAYERCOLOR (1<<1)
class CModel;
class CModelDefRData;
class CModelRData : public CRenderData
{
friend class CModelDefRData;
public:
CModelRData(CModel* model);
~CModelRData();
@ -22,15 +26,17 @@ public:
// return render flags for this model
u32 GetFlags() const { return m_Flags; }
// accessor: model we're based on
CModel* GetModel() const { return m_Model; }
// sort indices of this object from back to front according to given
// object to camera space transform; return sqrd distance to centre of nearest triangle
float BackToFrontIndexSort(CMatrix3D& objToCam);
// submit a model to render this frame
static void Submit(CModel* model);
// clear per frame patch list
static void ClearSubmissions() { m_Models.clear(); }
// clear per frame model list
static void ClearSubmissions();
// render all submitted models
static void RenderModels(u32 streamflags,u32 flags=0);
@ -39,35 +45,25 @@ private:
// build this renderdata object
void Build();
void BuildStaticVertices();
void BuildVertices();
void BuildIndices();
// submit batches for this model to the vertex buffer
void SubmitBatches();
struct SVertex {
// vertex position
CVector3D m_Position;
// vertex uvs for base texture
float m_UVs[2];
// RGB vertex color
RGBColor m_Color;
};
// owner model
CModel* m_Model;
// vertex buffer object for this model
CVertexBuffer::VBChunk* m_VB;
// model render vertices
SVertex* m_Vertices;
// transformed vertex normals - required for recalculating lighting on skinned models
CVector3D* m_Normals;
// vertex array
VertexArray m_DynamicArray;
VertexArray::Attribute m_Position;
VertexArray::Attribute m_UV;
VertexArray::Attribute m_Color;
// model render indices
u16* m_Indices;
// model render flags
u32 m_Flags;
// list of all submitted models
static std::vector<CModel*> m_Models;
// linked list of submitted models per CModelDefRData
CModelRData* m_SubmissionNext;
};

View File

@ -40,13 +40,13 @@ class CTerrain;
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
// stream flags
#define STREAM_POS 0x01
#define STREAM_NORMAL 0x02
#define STREAM_COLOR 0x04
#define STREAM_UV0 0x08
#define STREAM_UV1 0x10
#define STREAM_UV2 0x20
#define STREAM_UV3 0x40
#define STREAM_POS 0x01
#define STREAM_NORMAL 0x02
#define STREAM_COLOR 0x04
#define STREAM_UV0 0x08
#define STREAM_UV1 0x10
#define STREAM_UV2 0x20
#define STREAM_UV3 0x40
#define STREAM_POSTOUV0 0x80
//////////////////////////////////////////////////////////////////////////////////////////
@ -247,9 +247,6 @@ protected:
friend class CTransparencyRenderer;
friend class CPlayerRenderer;
// update renderdata of everything submitted
void UpdateSubmittedObjectData();
// patch rendering stuff
void RenderPatchSubmissions();
void RenderPatches();

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@ -0,0 +1,205 @@
#include "precompiled.h"
#include "ogl.h"
#include "Vector3D.h"
#include "Vector4D.h"
#include "graphics/Color.h"
#include "renderer/VertexArray.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
VertexArray::VertexArray(bool dynamic)
{
m_Dynamic = dynamic;
m_NumVertices = 0;
m_VB = 0;
m_BackingStore = 0;
m_Stride = 0;
}
VertexArray::~VertexArray()
{
Free();
}
// Free all resources on destruction or when a layout parameter changes
void VertexArray::Free()
{
delete[] m_BackingStore;
m_BackingStore = 0;
if (m_VB)
{
g_VBMan.Release(m_VB);
m_VB = 0;
}
}
// Set the number of vertices stored in the array
void VertexArray::SetNumVertices(size_t num)
{
if (num == m_NumVertices)
return;
Free();
m_NumVertices = num;
}
// Add vertex attributes like Position, Normal, UV
void VertexArray::AddAttribute(Attribute* attr)
{
debug_assert((attr->type == GL_FLOAT || attr->type == GL_UNSIGNED_BYTE) && "Unsupported attribute type");
debug_assert(attr->elems >= 1 && attr->elems <= 4);
attr->vertexArray = this;
m_Attributes.push_back(attr);
Free();
}
// Template specialization for GetIterator().
// We can put this into the source file because only a fixed set of types
// is supported for type safety.
template<>
VertexArrayIterator<CVector3D> VertexArray::Attribute::GetIterator<CVector3D>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_FLOAT);
debug_assert(elems >= 3);
return vertexArray->MakeIterator<CVector3D>(this);
}
template<>
VertexArrayIterator<CVector4D> VertexArray::Attribute::GetIterator<CVector4D>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_FLOAT);
debug_assert(elems >= 4);
return vertexArray->MakeIterator<CVector4D>(this);
}
template<>
VertexArrayIterator<float[]> VertexArray::Attribute::GetIterator<float[]>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_FLOAT);
return vertexArray->MakeIterator<float[]>(this);
}
template<>
VertexArrayIterator<SColor3ub> VertexArray::Attribute::GetIterator<SColor3ub>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_UNSIGNED_BYTE);
debug_assert(elems >= 3);
return vertexArray->MakeIterator<SColor3ub>(this);
}
template<>
VertexArrayIterator<SColor4ub> VertexArray::Attribute::GetIterator<SColor4ub>() const
{
debug_assert(vertexArray);
debug_assert(type == GL_UNSIGNED_BYTE);
debug_assert(elems >= 4);
return vertexArray->MakeIterator<SColor4ub>(this);
}
static size_t RoundStride(size_t stride)
{
if (stride <= 0)
return 0;
if (stride <= 4)
return 4;
if (stride <= 8)
return 8;
if (stride <= 16)
return 16;
return (stride + 31) & ~31;
}
// Re-layout by assigning offsets on a first-come first-serve basis,
// then round up to a reasonable stride.
// Backing store is also created here, VBOs are created on upload.
void VertexArray::Layout()
{
Free();
m_Stride = 0;
//debug_printf("Layouting VertexArray\n");
for(int idx = m_Attributes.size()-1; idx >= 0; --idx)
{
Attribute* attr = m_Attributes[idx];
if (!attr->type || !attr->elems)
continue;
size_t attrSize;
switch(attr->type) {
case GL_UNSIGNED_BYTE: attrSize = sizeof(GLubyte); break;
case GL_FLOAT: attrSize = sizeof(GLfloat); break;
default: debug_warn("Bad AttributeInfo::Type"); break;
}
attrSize *= attr->elems;
attr->offset = m_Stride;
m_Stride = (m_Stride + attrSize + 3) & ~3;
//debug_printf("%i: offset: %u\n", idx, attr->offset);
}
m_Stride = RoundStride(m_Stride);
//debug_printf("Stride: %u\n", m_Stride);
if (m_Stride)
m_BackingStore = new char[m_Stride * m_NumVertices];
}
// (Re-)Upload the attributes.
// Create the VBO if necessary.
void VertexArray::Upload()
{
debug_assert(m_BackingStore);
if (!m_VB)
m_VB = g_VBMan.Allocate(m_Stride, m_NumVertices, m_Dynamic);
m_VB->m_Owner->UpdateChunkVertices(m_VB, m_BackingStore);
}
// Bind this array, returns the base address for calls to glVertexPointer etc.
u8* VertexArray::Bind()
{
u8* base = m_VB->m_Owner->Bind();
base += m_VB->m_Index*m_Stride;
return base;
}
// Free the backing store to save some memory
void VertexArray::FreeBackingStore()
{
delete[] m_BackingStore;
m_BackingStore = 0;
}

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@ -0,0 +1,172 @@
#ifndef __VERTEXARRAY_H__
#define __VERTEXARRAY_H__
#include "renderer/VertexBuffer.h"
// Iterator
template<typename T>
class VertexArrayIterator
{
public:
typedef T Type;
public:
VertexArrayIterator(char* data, size_t stride) :
m_Data(data), m_Stride(stride)
{
}
VertexArrayIterator(const VertexArrayIterator& rhs) :
m_Data(rhs.m_Data), m_Stride(rhs.m_Stride)
{
}
VertexArrayIterator& operator=(const VertexArrayIterator& rhs)
{
m_Data = rhs.m_Data;
m_Stride = rhs.m_Stride;
}
// Accessors
T& operator*() const { return *(T*)m_Data; }
T* operator->() const { return (T*)m_Data; }
T& operator[](ssize_t idx) const { return *(T*)(m_Data + idx*m_Stride); }
// Walking
VertexArrayIterator& operator++()
{
m_Data += m_Stride;
return *this;
}
VertexArrayIterator operator++(int)
{
VertexArrayIterator tmp = *this;
m_Data += m_Stride;
return tmp;
}
VertexArrayIterator& operator--()
{
m_Data -= m_Stride;
return *this;
}
VertexArrayIterator operator--(int)
{
VertexArrayIterator tmp = *this;
m_Data -= m_Stride;
return tmp;
}
VertexArrayIterator& operator+=(ssize_t rhs)
{
m_Data += rhs*m_Stride;
return *this;
}
VertexArrayIterator& operator-=(ssize_t rhs)
{
m_Data -= rhs*m_Stride;
return *this;
}
VertexArrayIterator operator+(ssize_t rhs) const
{
VertexArrayIterator tmp = *this;
tmp.m_Data += rhs*m_Stride;
return tmp;
}
VertexArrayIterator operator-(ssize_t rhs) const
{
VertexArrayIterator tmp = *this;
tmp.m_Data -= rhs*m_Stride;
return tmp;
}
private:
char* m_Data;
size_t m_Stride;
};
// Manage a vertex array with a runtime-determined set of attributes.
//
// Purpose: Different rendering paths sometimes require different sets of
// attributes (e.g. normal vector vs. color data), which is difficult to
// support with hardcoded vertex structures.
// This class chooses the vertex layout at runtime, based on the attributes
// that are actually needed.
// Furthermore, it stores dynamic and static attributes in different
// vertex buffers, so that needless re-uploads of static data is avoided.
//
// Note that this class will not allocate any OpenGL resources until one
// of the Upload functions is called.
class VertexArray
{
public:
struct Attribute
{
// Data type. Currently supported: GL_FLOAT
GLenum type;
// How many elements per vertex (e.g. 3 for RGB, 2 for UV)
GLuint elems;
// Offset (in bytes) into a vertex structure (filled in by Layout())
size_t offset;
VertexArray* vertexArray;
Attribute() : type(0), elems(0), offset(0), vertexArray(0) { }
// Get an iterator for the given attribute that initially points at the first vertex.
// Supported types T: CVector3D, CVector4D, float[], SColor3ub, SColor4ub
// This function verifies at runtime that the requested type T matches
// the attribute definition passed to AddAttribute().
template<typename T>
VertexArrayIterator<T> GetIterator() const;
};
public:
VertexArray(bool dynamic);
~VertexArray();
// Set the number of vertices stored in the array
void SetNumVertices(size_t num);
// Add vertex attributes
void AddAttribute(Attribute* attr);
size_t GetNumVertices() const { return m_NumVertices; }
size_t GetStride() const { return m_Stride; }
// Layout the vertex array format and create backing buffer in RAM.
// You must call Layout() after changing the number of vertices or
// attributes.
// All vertex data is lost when a vertex array is re-layouted.
void Layout();
// (Re-)Upload the static/dynamic attributes of the vertex array.
void Upload();
// Bind this array, returns the base address for calls to glVertexPointer etc.
u8* Bind();
// If you know for certain that you'll never have to change the data again,
// call this to free some memory.
void FreeBackingStore();
private:
void Free();
template<typename T>
VertexArrayIterator<T> MakeIterator(const Attribute* attr)
{
debug_assert(attr->type && attr->elems);
return VertexArrayIterator<T>(m_BackingStore + attr->offset, m_Stride);
}
bool m_Dynamic;
size_t m_NumVertices;
std::vector<Attribute*> m_Attributes;
CVertexBuffer::VBChunk* m_VB;
size_t m_Stride;
char* m_BackingStore;
};
#endif // __VERTEXARRAY_H__

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@ -33,8 +33,7 @@ void CVertexBuffer::Shutdown()
CVertexBuffer::CVertexBuffer(size_t vertexSize,bool dynamic)
: m_VertexSize(vertexSize), m_Dynamic(dynamic), m_SysMem(0), m_Handle(0)
{
// store max/free vertex counts
m_MaxVertices=m_FreeVertices=MAX_VB_SIZE_BYTES/vertexSize;
size_t size = MAX_VB_SIZE_BYTES;
// allocate raw buffer
if (g_Renderer.m_Caps.m_VBO) {
@ -49,13 +48,16 @@ CVertexBuffer::CVertexBuffer(size_t vertexSize,bool dynamic)
glBindBufferARB(GL_ARRAY_BUFFER_ARB,m_Handle);
if (glGetError() != GL_NO_ERROR) throw PSERROR_Renderer_VBOFailed();
glBufferDataARB(GL_ARRAY_BUFFER_ARB,MAX_VB_SIZE_BYTES,0,m_Dynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB);
glBufferDataARB(GL_ARRAY_BUFFER_ARB,size,0,m_Dynamic ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB);
if (glGetError() != GL_NO_ERROR) throw PSERROR_Renderer_VBOFailed();
} else {
m_SysMem=new u8[MAX_VB_SIZE_BYTES];
m_SysMem=new u8[size];
}
// store max/free vertex counts
m_MaxVertices=m_FreeVertices=size/vertexSize;
// create sole free chunk
VBChunk* chunk=new VBChunk;
chunk->m_Owner=this;

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@ -16,7 +16,7 @@
#include <vector>
// absolute maximum (bytewise) size of each GL vertex buffer object
#define MAX_VB_SIZE_BYTES (32*8192)
#define MAX_VB_SIZE_BYTES (512*1024)
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer: encapsulation of ARB_vertex_buffer_object, also supplying
@ -47,7 +47,7 @@ public:
public:
// constructor, destructor
CVertexBuffer(size_t vertexSize,bool dynamic);
CVertexBuffer(size_t vertexSize, bool dynamic);
~CVertexBuffer();
// bind to this buffer; return pointer to address required as parameter